The Star Citizen Thread v8

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On that basis, it does appear actually more likely that FD is going to add it to COBRA and retrofit ED to use it. But whether CIG can do it, depends on just how complex it is to do. I was under the impression their version of Crytek was already heavily customised.

I agree. FD adding RTX increases the scope of their engine.

All engines get customised once you license rhem, for example Kerbal Space Program uses a modified Unity engine.

I don't know what CIG have done to CryEngine but they seem to have broken all of it in attempting to increase its scope. I know for a fact that the networking is standard CryEngine, that's why I asked Ben Parry on here last year if they'd started ripping that out yet.
 
Budget is only what defines the maximum scope of a project, together with costs.

Most of the simulated systems in EVE don't even need graphical representation. They're basically a glorified BGS from ED. Text and numbers. I suppose you could use their complexity to represent the complexity of the game itself, but then you're again twisting words and concepts. You know I wasn't talking about that kind of complexity. This was about 3D engines, and physics-based 3D multiplayer real-time gameplay, with actual space and objects and animated 3D models representing them interacting in said space. EVE barely has anything in that category. I could also argue chess is a more complex game than SC because the strategy in it "complex" but at that point we've diverged far from what the original point was.

You failed to point me at anyone disproving my original argument.
 
Correct. Remember the example of FFE was just an example, not an exhaustive description of what scope can mean so don't try and pretend it was. Now we can move beyond "If scope does not describe the operational size and cost of the project, then it is a useless term to describe the project" as it does not describe either.

But my point was that's what the word precisely describes.
 
EvE is generally considered to be one of, if not the, most complex massive multiplayer game there is. Star Citizen is buggy, broken tech-demo, almost completely devoid of any gameplay loops and with severely limited multiplayer capabilities. Why are we discussing the definition of scope when at the end you guys are just comparing a very successful game with the laughing stock of the industry?
 
EvE is generally considered to be one of, if not the, most complex massive multiplayer game there is. Star Citizen is buggy, broken tech-demo, almost completely devoid of any gameplay loops and with severely limited multiplayer capabilities. Why are we discussing the definition of scope when at the end you guys are just comparing a very successful game with the laughing stock of the industry?

The truth of it is the descriptions of gameplay sold for vast sums is beyond the scope of the tech, and that has never been resolved under the management of Chris Roberts.

I have seen this thread right here described as 'hating' on Star Citizen. The truth hurts folks, it isn't hate, it's truth. It just feels like hate because you've been lied to for so long.
 
All very interesting, but does not exempt you from the need to base your arguments on facts.

Sure, when they're my arguments and not ones you incorrectly infer. I even clarified the point, but you just accused me of changing the subject because you wanted to school me on computer graphics.
 
Somewhere back in this thread, someone asked whether RTX was going to be available outside of DirectX. To which the answer is apparently no. https://devblogs.nvidia.com/introduction-nvidia-rtx-directx-raytracing/

It should also be noted that the hardware NVidia used for the Star Wars real-time demo cost around $50,000. https://www.pcgamer.com/metro-exodus-teaser-showcases-nvidias-new-real-time-ray-tracing-technology/

"It should also be noted that the hardware NVidia used for the Star Wars real-time demo cost around $50,000."

In which case it'll be on our mobiles in eighteen months, which will be glowing red with heat, irradiating our genitals and have precisely ten seconds of battery life. However SC will still crash five times before the battery runs out ...
 

Mu77ley

Volunteer Moderator
Oh, so you're one of those people.

Yep, one of those gamers who's played PvP games since pretty much the dawn of gaming, which means I understand that PvP is fundamentally a very shallow experience, and is basically the lowest common denominator of gaming in 99.9% of cases.
 
Budget is only what defines the maximum scope of a project, together with costs.
There's a funny rule about the expansion of work that makes that distinction academic… and anyway, that just shows that the word works very nicely for the purpose in question.

Coincidentally, even if we were to strictly use your notion of “scope” as a delimitation of operational requirements rather than functional ones, then guess what? SC's scope becomes even less impressive, and an even worse argument why things are moving so slowly. There are far bigger projects, juggling far more people and/or over longer periods of time — i.e. ones with a far grander scope — and they've been more able to deliver something in the end than CIG has managed. :D

e: Oh, and of course, if we're going by that measure, SC actually has no scope at all, since those considerations are made on a month-per-month basis, depending on the amount of sales, so there is no defined requirements, much less any delimitation of them.

Most of the simulated systems in EVE don't even need graphical representation.
Most of the systems in EVE are not simulated — that's what makes them complex — and graphical representation is not a factor.

They're basically a glorified BGS from ED.
Oooooook. [haha][haha][haha]
We're going to have to go with option a) then. No. That's not even remotely what they are. Nothing in EVE operates like that, or even along a glorified version of that. Maybe, if you really stretch the concept, factional warfare might count, but it's such a niche and irrelevant system that it's hardly even worth mentioning, and it makes pretty much zero difference for the world at large.

You know I wasn't talking about that kind of complexity.
You were talking about scope and how it would explain the glacial pace of development. That argument could have had some merit if the scope included a lot of complex interplay of parts, but there are two problems with that in SC's case: the first is that SC does not have that interplay. Now, we could probably dream up all kinds of scenarios and implementation ideas that would offer some light complexity, but as mentioned, both CIG and the backers have been pretty firm in saying that they want to stay away from the EVE way of doing things and wanting something more along the lines of a tightly controlled BGS that drastically limits player impact. But even if any of those dreams came true, we're still faced with the more fundamental crux of using that argument: namely that, even if the scope would demand that a lot of complex systems be developed, it would still not explain the pace because they have yet to get started on any of those components — they simply couldn't slow anything down yet, even if CIG had any idea of what they wanted to do.

You failed to point me at anyone disproving my original argument.
No. You just refused to go where I pointed. There's a difference.
 
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In which case it'll be on our mobiles in eighteen months, which will be glowing red with heat, irradiating our genitals and have precisely ten seconds of battery life. However SC will still crash five times before the battery runs out ...

Hilarious, that made me laugh
 
"Descriptions of gameplay" does not equal "scope"

Scope is a limiting factor. The descriptions are beyond the scope of the tech.

The scope of the tech is limited by budget and man-hours.

The budget and man-hours are limited by the business model.

The business model is selling "descriptions of gameplay".

Can anyone spot the problem in all of this?
 
Yep, one of those gamers who's played PvP games since pretty much the dawn of gaming, which means I understand that PvP is fundamentally a very shallow experience, and is basically the lowest common denominator of gaming in 99.9% of cases.

Ahh - those were the days! When PVP required you find someone willing to play, either keyboard sharing or taking turns on the same machine, progressing into serial linking and making a cable for your opponent (where your friend never a clue about baud rates or parity so you had to set that up too), and then into the realms of coax ISA cards, offsets and IRQ's, dodgy terminators and TV cable forced to work in T-pieces, and the frankly magical protocol lottery. It required cooperation, effort, time, but was richly rewarded with heaps of fun and as much Irn Bru and / or beer as you could get away with :D

Now, it's random pew-pew luzbunnies.
 
"Descriptions of gameplay" does not equal "scope"

Scope is a limiting factor. The descriptions are beyond the scope of the tech.

The scope of the tech is limited by budget and man-hours.

The budget and man-hours are limited by the business model.

The business model is selling "descriptions of gameplay".

Can anyone spot the problem in all of this?

If the object of the exercise is to keep yourself employed indefinitely as boss of a games company that never actually gets around to releasing any games, no problem at all...
 
That's complete nonsense. An idea has neither size nor scope - it's an abstract concept.

What does being "abstract" have to do with things? Does the idea involve big concepts, or a lot of work? Or does it not?

Production level determines, very directly, both the amount and complexity of art assets and quite directly affects scope.

At best - only indirectly., Very indirectly. Scope is a - well, let's call it a list of features that you want the game to have. FPS. Space sim. Combat. Atmospheric flight and more.

The complexity of the art assets has nothing to do with any of that. Sure - you can argue that art is part of the scope of the game, but only to the degree that being able to see and understand what is happening is a feature the game needs to implement, and even then, the quality and complexity of those assets aren't part of it.

Star Citizen has a scope that includes FPS combat, MMO style interactions and multiplayer, Space Sim, resource gathering and so on. Having the game look pretty is not usually considered part of a games scope. I don't think even CIG feature it as part of a games scope - more of a selling point.

An indie game with a flat sphere for a planet does not have the same scope as a game that tries to model every grain of sand as an individual asset handcrafted by an artist, and explorable by a player using an in-game microscope.

No - that'd be the games **scale**, not its scope. An indie game could easily have a scope at least equal to or even greater than a AAA game. The budget for a AAA game would allow it to expand its scale, to allow the game to do more and to get into more detail, but the law of diminishing returns also applies. It would be an exaggeration to say you could get 90% of the game for 10% of the cost in a third the time with half the team but it would be a saying that definitely explains the problem AAA game tend to face.

They are EXPENSIVE and time consuming to develop, expectations are greater but, while the rewards are or can be great enough to take the risk, it should also be recognised that similar games with similar scopes can be achieved for much, much less.

This argument could be thought of as trying to provide CIG an excuse. And to a degree it does...except what CIG have produced is nowhere near the level of output expected from any other game studio in existence. To have a preAlpha build with an incomplete engine and devote so much of the companies resources to work that WILL be thrown away simply because you want to make sure a preAlpha...I want this understood, that this is a preAlpha...to be as playable, as accessible, as polished and as optimised as a Gold release...in an inexcusable waste of funds and talent. CIG haven't even mapped out much of the basic gameloops or mechanics and are developing - and worse, SELLING - game assets that use game mechanics that may not ever exist. They have an engine that is lacking fundamental, critical modules without which the game cannot function; adding those modules will require massive chunks of the game to be thrown out and recoded - just as they are doing with multithreading support - but without those modules, they don't have a game.

What you don't seem to realise is that many people on this forum...and indeed, on others...DO have some background in software and game development. We are fully aware of the complexities and issues that surround game development. We are fully cognizant of the technical issues and problems CIG faces in trying to create the game

And we are also aware that in the game development industry, CIG and Star Citizen are seen as a bit of a joke.

My own opinion is simple.

EVERYTHING CIG has promised...well, 90% of it (There are certain aspects that seem technically possible, but non viable at this point in time)....is achievable. We know this because it has already been done. Elite Dangerous has the Space Sim down pat. It is, IMO, the BDSSE - even with its problems. It also has planetary landings. It needs atmospheric landings, but FDev have also talked enough about that issue to make me fully aware that a: they want to do them and b: they are fully aware of the issues and problems surrounding the question "How to do it right". They could add atmospheric landings tomorrow if they so chose...but they want to add weather, a proper atmospheric flight model, and the necessary routines to procedurally generate plans, animals, birds, fish and so on.

Much of the work they are doing for Jurassic Park will be very suited for this type of activity. Which makes sense...the same technology can be used in more than one game. This is what it means when you have a fully working and flexible engine. The costs and risks are spread over multiple projects.

Same for FPS - FD could add a very simple system tomorrow. We know the engine can handle it. All they'd really have to do is replace the SRV model with an animated human model and adjust the speed accordingly. Doing it right means adding content to support FPS gameplay. Something CIG have yet to really do. They have FPS, but it is very basic, with no real gameplay attached or really planned out beyond the "lets do this" stage.

Wrong, it is a very complex game, and it was sold on that premise.

It might have been sold on the premise, but anyone who thinks SC is a complex game hasn't been paying attention. It's a multiplayer space sim with attached FPS mechanics. Or it's an FPS game with basic space flight and combat systems. Putting them both together doesn't make the game any more complex.

What makes a game "complex" are the mechanics and gameplay.

By whom? Any reasonable judgement of a game would be based primarily on how fun it is when it's released.

By us. By the players. By the backers. By devs. By anyone and everyone.

Right now, I judge Star Citizen because it's a game that has taken up to 500 people 6 years to develop, at a cost of about $150 million and produced a "game" that I'd expect would take a team of 10 or so no more than 2 years and perhaps $10 million (inc license fees) to create. OK...boost that team size up a bit to account for the artists. The drag it back down as I am told that I can't have artists working on polishing a game or creating assets until the game is in the beta stage and everything is just about locked down and if that means I have to work with grey cubes in the mean time, that is better than paying artists to create assets that would be thrown away. I can have the apprentice to create anything more substantial as he needs training anyway.

I would like it to at least have VR support, because otherwise it's not going to even remotely contend with ED for me.

Not gonna happen. CIG would need to radically redesign the complete user interface and rework major aspects of the game in order to get VR working properly.

However, if you are happy with just something called VR and aren't concerned about motion sickness or how it actually interacts and works with the game world, then you may get enough to keep you happy.

Otherwise, it should be basically a fun game (obviously) with more meaningful PVP interaction than what ED offers.

CIG don't appear to be too worried about content creation and their PvP mechanics to date ended when they dropped the PvP slider mechanic. The game seems headed towards a "Do what you can get away with" system.

Which many people will HATE and LOATHE with a passion.

But this all goes back to CIGs lack of planning, lack of design, lack of gameplay and mechanics.

I'm less interested in whether they deliver all their promises regarding the scope and features of the game. I know the fanatics will riot if CIG scales back their roadmap, but I think it would be very reasonable of them to do so, just to deliver a product.

They should. They really should. They need to cut huge amounts of material to lower their technical debt to make the game viable to release.#

The problem is, people PAID for those features and ship. They can't really cut a lot out.

"Added FPS gameplay" may not sound much, but means adding an enormous amount of content on top of the spaceship experience. Not only spaceships and stations need to have fully modelled interiors, everything needs to be modelled with such accuracy that it looks good even up close, in FPS mode.


Ideally, you'd get that content. So far, CIG hasn't delivered it, not for spaceships, not for FPS. It has plans, but if you get down to it, ED, NMS, SOT and all the rest also have plans.
Except some crucial part of the scope missing, and therefore, smaller scope...

Point out one thing Elite, as an example, doesn't have in its scope that Star Citizen does.

It has multiplayer and ships combat, trading and aliens, it has crafting and resource gathering, piracy and mercenary work, it has stations and planetary landings and more.

It doesn't have FPS and it doesn't have atmospheric landings...but those are planned additions. Just as they are for Star Citizen. If you want to dismiss them from Elites scope because they aren't yet in game, then you need to remove items from Star Citizen scope list as well because they aren't implemented. So - Star Citizen has you able to walk along corridors, but it doesn't have mining. Between the two, mining has more gameplay. Star Citizen has animated NPCs, but Elites NPCs gives you missions. Star Citzen has you able to land on atmospheric worlds, but Elite gives you things to do when you get there.

Which determines the scope possible with that budget.

No - it determines what can be done and to what level of detail. A big budget can allow for a grand scope with little detail, or it can allow for a small scope with huge detail, or it can allow for neither if the budget is squandered.

I agree, these are big differences. If they had a AAA level budget, they probably could have implemented better graphics and a fully developed multiplayer.

The art style was a deliberate choice, evoking 1950s style scifi. I like it. They may not have had the huge budget SC has, but they were nevertheless able to create and implement game mechanics. The only major feature of note that they don't have is better multiplayer capability. They have the basics, but little else.

So, the question is...if I replaced their art style with the style of graphics used in Star Citizen, but kept everything else the same, would SC or NMS be the better game? Despite the lack of multiplayer capability, I suspect quite a few would say NMS. It has the looks, it has the gameplay and mechanics. It even has limited multiplayer interactions but I understand further improvements are coming.

NMS has mechanics. It has content. It has an art style all of its own.

And it took TWELVE developers (on average) less than $20 MILLION and three years to create.
From scratch
Creating their own custom engine.

Compare what that team created with what CIG has managed to do.

THAT is what a team of devs can create in three years with competent management and leadership. Sure, if you don't like the graphics, then a more detailed style such as that used by SC could be added, and that would increase the time and costs involved - but are those models in Star Citizen really worth $130 million and four years?

NMS has problems. So does ED. But they are out, they are complete, and they show and prove that SC **COULD** have been created, from scratch, in less time, with less money and fewer developers. What they are missing is the result of deliberate choice rather than lack of skill or desire. I have no idea where the money for Star Citizen went. But it didn't go into Star Citizen.

3.0 is NOT indicative of work by up to 500 employees over 6 years or $180 million. It's only a fraction of what NMS has delivered....no gameplay, no content, no gameloops or mechanics, no procedural generation. But NMS did it with a fraction of the team size and budget and time. SC is still stuck with a preAlpha and no sign of getting out of that phase anytime soon. Worse, much of the work they are doing right now will be thrown away as the game transitions into Alpha and Beta and other game aspects are locked down and the limitations acknowledged. Backers probably won't care that the Idris they are flying might be on its sixth iteration, but each time that model had to be thrown away and reworked, it costs money and time.

You have to fill it with something, and developing that something takes time and money. The bigger area to fill, the more time and money.

Which is not "scope".

If you don't agree those are part of the project's scope, you don't seem to understand where most of the money in a game's budget go.

I have a fair idea of where the money goes. But it doesn't matter how much money goes on graphical assets. They aren't part of the scope of a game. They are part of what enables the scope to be realised.
 
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Ahh - those were the days! When PVP required you find someone willing to play, either keyboard sharing or taking turns on the same machine, progressing into serial linking and making a cable for your opponent (where your friend never a clue about baud rates or parity so you had to set that up too), and then into the realms of coax ISA cards, offsets and IRQ's, dodgy terminators and TV cable forced to work in T-pieces, and the frankly magical protocol lottery. It required cooperation, effort, time, but was richly rewarded with heaps of fun and as much Irn Bru and / or beer as you could get away with :D

Now, it's random pew-pew luzbunnies.

Those were the days. I still remember the pin outs for the good old null modem cable, and I remember making it full rs232 for the one Amiga game that somehow wanted full handshaking - Turbo Lotus? Lotus Esprit? Something like that.

50 ohm terminators, t-pieces, ISA NICs the size of modern gfx cards, IPX or TCP/IP? Better try them all in order...

Good times.
 
Those were the days. I still remember the pin outs for the good old null modem cable, and I remember making it full rs232 for the one Amiga game that somehow wanted full handshaking - Turbo Lotus? Lotus Esprit? Something like that.

50 ohm terminators, t-pieces, ISA NICs the size of modern gfx cards, IPX or TCP/IP? Better try them all in order...

Good times.

Probably Lotus Turbo Challenge (2) Star Citizen, which while technically probably was a better game than Jaguar XJ220 Star Citizen, lacked the track editor of the latter and was therefore obviously the worst thing ever. So there. :D


e: Changed to ostensibly be on-topic. :p
 
e: Changed to ostensibly be on-topic. :p

Oh I don't think you needed to change it. Running around the back of the rack looking for an inadequate networking component is certainly a planned gameplay opportunity available in Star Citizen. CIG demonstrated that themselves. There'll be changing fuses and everything! I fully expect a high fidelity realization of buying Luvdroid Inflators on Terra, exporting them to the locals in Sol, and then dealing with angry customer complaints that the Widget Plug designed for the power supply on Terra requires an adapter for use in Sol - and then magnificent emergent gameplay opportunities in stealing the Universal Widgets from Big Benny machines and selling them on the black market.

It's going to be epic.
 
Those were the days. I still remember the pin outs for the good old null modem cable, and I remember making it full rs232 for the one Amiga game that somehow wanted full handshaking - Turbo Lotus? Lotus Esprit? Something like that.

50 ohm terminators, t-pieces, ISA NICs the size of modern gfx cards, IPX or TCP/IP? Better try them all in order...

Good times.

All good fun, so long as your RS232 reached the rack Amiga.
 
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